The anomaly vehicles are back — and they’re more furious than ever! New areas have emerged that must be shut down, but one experiment won’t be enough this time. Each zone features a variety of experiment types and objectives to complete. You’ll have the freedom to choose how you approach each challenge — from your starting items and vehicles to your upgrades, modifications, and more. Time to get to work.
Features:
- Enter multiple locations exploring vast areas and surviving through experiments.
- Investigate and discover anomalies to properly handle cases.
- Manage your experiments with provided resources, such as vehicles, items, modifications and more.
What\'s New
This update introduces a brand-new area, featuring four unique experiments and five dedicated anomalies tied specifically to this location. Completing the area will unlock new items, along with a concluding story segment that will continue to build across future incidents.
New area, AA3. Playable after completing the campaign
[/*]4 experiments within AA3 to complete
[/*]5 new anomalies to discover
[/*]1 new upgrade to unlock
[/*]1 new vehicle to unlock
[/*]
Fixes & Improvements
Fixed an issue where Spike\'s AI could stall after the first encounter (spawning but not moving).
[/*]Increased Red Demon spawn triggers in the final level of AJ9, making encounters more likely before completing the area.
[/*]Corrected missing colliders on the Rusty vehicle bed, preventing the back bed from clipping through walls.
[/*]General AI tracking improvements, along with minor fail-safes to help AI escape stuck positions. Not perfect, but improved.
[/*]Item spawn indicators from the Radar upgrade will now disappear once you enter the items location.
[/*]Camera shake system has been adjusted, reducing extreme camera shake and clipping issues when anomalies were close to the player.
[/*]Fixed an issue where the inventory system would not properly reset vehicle storage limits when switching vehicles after loading out.
[/*]Adjusted the IA5 Hypernova experiment, particularly the destroyed building area near the leftmost HET, to reduce vehicles getting stuck.
[/*]Resolved an audio issue where picking up or placing objects could cause sound to cut out due to mixed 2D/3D audio logic.
[/*]
Attempted Fix
Investigated a rare crash occurring when an experiment loads and transitions from the intro cutscene to player control. While this issue has not been consistently reproducible, crash reports pointed to this moment. Additional fail-safes have been added to the Player controller to help prevent this from occurring.
[/*]
Small patch with some fixes, cleaning a few aspects up:\n\n
- \n
- So, I noticed climbing onto computers on HETs can be manipulated pretty easily as most anomalies can\'t attack you, therefore I added a cube collider above the computers for HETs in hypernova discharge experiments\n
- Parked vehicle spawning has been adjusted a bit to avoid issues where cars spawn into the same location and glitch out.\n
- The Transmitters now pulsate a bit when not in range, giving a slight indication on where you need to place the transmitter when from affar\n
Minimum Setup
- OS: SteamOS 3.0 (Arch-based)
- Processor: AMD APU. Zen 2 4c/8t. 2.4-3.5GHzMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: 8 RDNA 2 CUs. 1.0-1.6GHz
Recommended Setup
- OS: SteamOS 3.0 (Arch-based)
- Processor: AMD APU. Zen 2 4c/8t. 2.4-3.5GHzMemory: 16 GB RAM
- Graphics: 8 RDNA 2 CUs. 1.0-1.6GHz
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